/*
 * Copyright (c) 2011, okazoh_tk. All rights reserved.
 *
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions are met:
 *
 *  - Redistributions of source code must retain the above copyright notice,
 *    this list of conditions and the following disclaimer.
 *  - Redistributions in binary form must reproduce the above copyright notice,
 *    this list of conditions and the following disclaimer in the documentation
 *    and/or other materials provided with the distribution.
 *  - Neither the name of the copyright holder nor the names of its contributors
 *    may be used to endorse or promote products derived from this software
 *    without specific prior written permission.
 *
 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
 * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
 * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
 * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
 * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
 * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
 * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
 * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
 * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
 * POSSIBILITY OF SUCH DAMAGE.
 */

#ifndef ALKES_OPENGL_IMATRIX_STACK_H_INCLUDED_
#define ALKES_OPENGL_IMATRIX_STACK_H_INCLUDED_

#include "alkes/opengl/internal.h"
#include "alkes/math/Matrix.h"

namespace alkes {

enum MatrixMode
{
    AL_MM_PROJECTION = 0,
    AL_MM_MODELVIEW,
};

class AL_OGL_EXPORT IMatrixStack
{
public:
    IMatrixStack();
    virtual ~IMatrixStack() = 0;

    virtual void setMode(MatrixMode mode) = 0;

    virtual void pushMatrix() = 0;
    virtual void popMatrix() = 0;

    virtual void identity() = 0;

    virtual void multiply(const Matrix& m) = 0;

    // Projection
    virtual void perspective(float fovy, float aspect, float znear, float zfar) = 0;
    virtual void frustum(float left, float right, float bottom, float top, float znear, float zfar) = 0;
    virtual void ortho(float left, float right, float bottom, float top, float znear, float zfar) = 0;
    virtual void lookAt(const Vector3D& eye, const Vector3D& at, const Vector3D& up) = 0;

    // Model View
    virtual void translate(float x, float y, float z) = 0;
    virtual void scale(float xscale, float yscale, float zscale) = 0;
    virtual void rotate(float angle, float x, float y, float z) = 0;

    // 2D transform
    void translate(float x, float y);
    void scale(float xscale, float yscale, const Vector2D& origin = Vector2D::ZERO);
    void rotate(float angle, const Vector2D& origin = Vector2D::ZERO);
    void skewX(float angle);
    void skewY(float angle);
};

}

#endif
